Supercape Posted December 28, 2014 Author Share Posted December 28, 2014 For record: Endeavour: 2 HP Link to comment
Supercape Posted December 28, 2014 Author Share Posted December 28, 2014 Could we treat the IC post as a delayed action? essentially an electrical control counter to the explosives going off (if activated?) It may not come up but seemed reasonable to me. Link to comment
Supercape Posted December 28, 2014 Author Share Posted December 28, 2014 Feel free to assist with the surgery! Its a complex operation, DC 30. Fortunately, Doctor Sparks gets a +5 Situational bonus on that roll, because that is his speciality and he designed the whole thing. He also has a +2 Bonus from masterwork medical equipment. His base bonus is +16 (WIS 14, 14 Ranks of skill, a world expert!) so he gets a total bonus of +23. Will he make it? If you want to assist, the standard aid rules apply! Link to comment
The Sailor Posted December 28, 2014 Share Posted December 28, 2014 (edited) I'll take a shot. Medicine Roll - For surgery: 1d20+10 15 - Might be enough to give a +2. Edited December 28, 2014 by The Osprey Link to comment
Supercape Posted December 28, 2014 Author Share Posted December 28, 2014 1d20+25=42 Its a success, doctor! Link to comment
Supercape Posted December 28, 2014 Author Share Posted December 28, 2014 So as you bank around a bend in the sewers, Hannah fires of a perception range attack: DC 14 Fort Save vs a Paralyse effect. Endeavour, being a smart cookie and seeing the inside of Hannahs brain (literally), can take an educated guess. Hannah has a cybernetic datalink in her brain, allowing her to remote operate computers (handy for someone who cant type well). She is using an aggressive version of this to project into Endeavours brain. Link to comment
The Sailor Posted December 28, 2014 Share Posted December 28, 2014 (edited) Fortitude Check (DC14): 1d20+4 12 - SLOWED Fortitude Check (DC14): 1d20+4 10 The result was a 6 on the die, so that's a 20 (16+4), not 10. Made it. 1 Hero Point Left Edited December 28, 2014 by The Osprey Link to comment
The Sailor Posted December 30, 2014 Share Posted December 30, 2014 (edited) Here is some info on Saku's mom and dad. Mikoto Hino, 40, Mother Short black hair, brown eyes, prefers overalls and things quickly cleaned. Wears a sailor collared jumpsuit on the yacht, with a life preserver when on deck. Will most likely be on the yacht when Sakurako arrived. Former "Ensign Minneapolis", always busy with some new invention, encourages Sakurako to think for herself. Lets Sakurako make mistakes to learn from them. She is kind, but also firm on the family's rules. Also a bit of a worry wart towards her Daughter who is getting into the hero business. Hikaru Hino, 45, Father Dark blue hair, blue eyes, wears business suits, prefers tshirts and blue jeans when casual. Former battlesuit hero "Tetsuryu", consummate businessman, too busy with his corporation for his inventing. Almost always out on business. When he is around he always tries to spend as much time as he can with Sakurako - generally meaning away from the workshop and actually going out. Sometimes is guilty over not being there for Sakurako. Edited December 30, 2014 by The Osprey Link to comment
Supercape Posted January 6, 2015 Author Share Posted January 6, 2015 So - range counts! COnsidering all the range penalties, at what point do you wish to open fire with your wand on the Microbot? Decide that and then roll for your attack (of course if you delay too long, the Bot might fire first!!!) Link to comment
The Sailor Posted January 6, 2015 Share Posted January 6, 2015 Do I even know it's there, yet? Is it even there yet? There was nothing in your last post that stated I knew it was there, or that it was there. Link to comment
Supercape Posted January 6, 2015 Author Share Posted January 6, 2015 True, but it is upcoming! Ill make an IC post to that effect. Its pretty easy to spot (although Ill offer an HP if you are so emotional and distracted you miss it!) Link to comment
The Sailor Posted January 6, 2015 Share Posted January 6, 2015 (edited) II'll take that HP. Edited January 7, 2015 by The Osprey Link to comment
Supercape Posted January 7, 2015 Author Share Posted January 7, 2015 Endevour - 2 HP - Unharmed! Then, Microbot will sneak up on y'all This time, however, it knows your immunity! Activate its AP - Basically a energy blast (non lethal). Fires at E: 1d20+5 23 is a hit so a Toughness 20 Save for Endeavour. It was firing at a range of 100', which gave it a -2 attack penalty (but as you are flat footed / surprised, still an relatively easy hit). Initiative rolls! Initiative: 1d20 1... Link to comment
The Sailor Posted January 7, 2015 Share Posted January 7, 2015 (edited) Initiative: 1d20 2 - Well I am just one higher on the initiative count. Toughness vs DC23: 1d20+7 13 - Hero pointing this. Stunned before my first swing isn't good. Toughness vs DC23 (after Hero Point): 1d20+7 16 - Rolled a 9, so this is actually 19. Failed Toughness by 1, Bruised Initiative: 2 1 Hero Point Left Note I made a mistake, I thought the DC was 23, not 20... Edited January 7, 2015 by The Osprey Link to comment
The Sailor Posted January 7, 2015 Share Posted January 7, 2015 Now my attack... Sakurako will close to 70 feet to engage within increment. It's pretty much a Rank 7 Blast so I wager it's 70 feet. Electric Discharge Mode (Electrical Control), Ranged, DC22 Toughness, Damage (Electricity) Attacking the drone...: 1d20+7 16 - Will probably miss this first shot... Free Action: Warn parents to get their head down... Move Action: Fly to close to 70 feet, while 70 feet in the air. Standard Action: Attack! Link to comment
Supercape Posted January 8, 2015 Author Share Posted January 8, 2015 Actually that hits! Its Toughness Save: Tough Save: 1d20+5 8 A monumental fail (by 14) As its a minion, its destroyed! Link to comment
The Sailor Posted January 9, 2015 Share Posted January 9, 2015 (edited) Blap. Okay I intend on retrieving the bits and pieces for analysis (and disarming). Also, my first swim check. HAHA thank god I got life support and intend to sink at first... Swim Check: 1d20-1 8 Edited January 9, 2015 by The Osprey Link to comment
Supercape Posted January 9, 2015 Author Share Posted January 9, 2015 Swimming is fine: You will miss some sinking pieces with that roll, unless you want to risk suffocation...! But enough to analyse, repair, examine at a -2 penalty. Link to comment
The Sailor Posted January 9, 2015 Share Posted January 9, 2015 (edited) I have life support. I'm in my suit, after all. Search Check: 1d20+10 15 Edited January 9, 2015 by The Osprey Link to comment
Supercape Posted January 9, 2015 Author Share Posted January 9, 2015 Ok so you may wish to use Knowledge (Civics) to weasel your way out of a search [DC 10] although you will still be impounded. A Knowledge [Civics] DC 20 roll (trained or ediectic memory/JOT) will frighten them off, as would either a bluff or a intimidate, but this is significantly more difficult (DC 25). Pretty obvious that Hannah has been hacking. you could counter this or enter cyberspace to fight her off, if you have access to a computer etc.... Link to comment
The Sailor Posted January 9, 2015 Share Posted January 9, 2015 How about I drop evidence of the hack into the Coast Guard's computers? So the order can be belayed? Link to comment
Supercape Posted January 10, 2015 Author Share Posted January 10, 2015 If you have a computer to hand? if so, lets go for an opposed computer roll with Hannah... Link to comment
The Sailor Posted January 10, 2015 Share Posted January 10, 2015 Datalink with the computer on the Yacht. Computer Check!: 1d20+10 29 - Curses, almost a 30. *shakes fist at Orokos* Link to comment
Supercape Posted January 10, 2015 Author Share Posted January 10, 2015 : 1d20+16 34 a good roll from a good operator! (her main skill) Post away but the fates of cyberspace are not with you.... Link to comment
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